divert
Rust bindings for Recast Navigation. (by ohchase)
NavMeshPlus
Unity NavMesh 2D Pathfinding (by h8man)
divert | NavMeshPlus | |
---|---|---|
1 | 7 | |
28 | 1,540 | |
- | - | |
4.4 | 4.6 | |
19 days ago | 24 days ago | |
Rust | C# | |
- | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
divert
Posts with mentions or reviews of divert.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-03.
NavMeshPlus
Posts with mentions or reviews of NavMeshPlus.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-11-01.
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2D Navmesh?
h8man/NavMeshPlus: Unity NavMesh 2D Pathfinding (github.com)
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Hoping for some advice: what's the best way to keep large crowds of enemies from overlapping each other?
If you want to use navmesh in 2d for local avoidance, I have used https://github.com/h8man/NavMeshPlus in the past and it works. License is MIT so completely free to use for anything.
- How to fix objects "jittery" when using navmesh 2d following player ?
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I used unity Navmesh Agent to make the Pets follow the player. I think this AI Movement is the best way to navigate when working on a top down Map. I still noticed a small glitch with certain modifier components though..
So basically what I used in one of my small projects was https://github.com/h8man/NavMeshPlus NavMeshPlus. Haven't tried A* algorithms yet.
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AI to follow the player through a top-down game with tilesmap
There's a 2D alternative: https://github.com/h8man/NavMeshPlus
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Experimenting with basic pathfinding and enemies.
Using NavMeshPlus to create some basic path finding, it works very well with surprisingly very little setup. Also started work on some tileset art.
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Made some ally bots that will help you fight in our upcoming game! Will be our first game so this is pretty cool for us
But if you were wondering how to do the bots, we used: -NavMeshPlus for pathfinding.
What are some alternatives?
When comparing divert and NavMeshPlus you can also consider the following projects:
kn - kn — nvgt/fldrs/qckly
tile - Tile is a 2D grid engine, built with data and cache friendly ways, includes pathfinding and observers.
ai-series-part-37 - In this tutorial repository and accompanying video you will learn how to make your NavMeshAgents break down obstacles that block their path. The agents will consider if a particular path is worth going through by breaking down the obstructions or if pathing around them is more worthwhile.
dotsnav - A fully dynamic planar navmesh for Unity supporting agents of any size